Market segmentation analyses in virtual universes

ABSTRACT

A computer system for market segmentation analysis includes program instructions to be executed. The program instructions are configured to collect virtual universe data about avatars, entities, and objects in a virtual universe. The program instructions are configured to perform a market segmentation analysis on the virtual universe data, wherein the market segmentation analysis comprises a first segmentation across multiple segments of the avatars that is based on an amount of time and an amount of money spent in the virtual universe. The market segmentation analysis further comprises a second segmentation across multiple segments of the avatars that is based on whether activity of the avatars includes social activity and business activity in the virtual universe relative to a time of day. The program instructions are configured to receive, from users, consent allowing collection of the virtual universe data and to present a reward to the users for giving the consent.

CROSS-REFERENCE TO RELATED APPLICATION

This divisional application claims priority to and the benefit of U.S. patent application Ser. No. 13/216,742, filed Aug. 24, 2011, status allowed, which application is a divisional of, and claims priority to and the benefit of, U.S. patent application Ser. No. 12/015,895, entitled MARKET SEGMENTATION ANALYSES IN VIRTUAL UNIVERSES, filed Jan. 17, 2008, now U.S. Pat. No. 8,036,930.

TECHNICAL FIELD

Embodiments of the inventive subject matter generally relate to the field of computer systems, and more particularly, processing virtual universe data.

BACKGROUND

Virtual universe systems allow people to socialize and interact in a virtual universe. A virtual universe (“VU”) is a computer-based simulated environment intended for its residents to traverse, inhabit, and interact through the use of avatars and other constructs. Many VUs are represented using 3-D graphics and landscapes, and are populated by many thousands of users, known as “residents.” Other terms for VUs include metaverses and “3D Internet.”

SUMMARY

Some embodiments include a computer system for market segmentation analysis. The computer system comprises one or more computer-readable tangible storage devices, one or more processors, one or more computer readable memories, and program instructions stored on at least one of the one or more computer-readable tangible storage devices for execution by at least one of the one or more processors via at least one of the one or more computer-readable memories. The program instructions include program instructions to collect virtual universe data about avatars, entities, and objects in a virtual universe. The program instructions include program instructions to perform a market segmentation analysis on the virtual universe data, wherein the market segmentation analysis comprises a first segmentation across multiple segments of the avatars that is based on an amount of time and an amount of money spent in the virtual universe. The market segmentation analysis further comprises a second segmentation across multiple segments of the avatars that is based on whether activity of the avatars includes social activity and business activity in the virtual universe relative to a time of day. The program instructions include program instructions to receive, from users, consent allowing collection of the virtual universe data. The program instructions include program instructions to present a reward to the users for giving the consent.

BRIEF DESCRIPTION OF THE DRAWINGS

The present embodiments may be better understood, and numerous objects, features, and advantages made apparent to those skilled in the art by referencing the accompanying drawings.

FIG. 1 is a block diagram illustrating how a VU can record data as an avatar moves through a virtual universe, according to some embodiments;

FIG. 2 is a block diagram illustrating a virtual universe system, according to some embodiments of the invention;

FIG. 3 is a flow diagram illustrating operations for collecting virtual universe data, according to some embodiments of the invention;

FIG. 4 is a flow diagram illustrating additional operations for a collecting virtual universe data, according to some embodiments of the invention;

FIG. 5 is a flow diagram illustrating operations for performing market segmentation analysis using virtual universe data, according to some embodiments of the invention;

FIG. 6 illustrates an example perceptual map of avatar time in VU and money spent;

FIG. 7 illustrates a perceptual map of avatar activities in a VU and time of day; and

FIG. 8 is a pie chart showing information about avatar attendees of business lectures.

DESCRIPTION OF EMBODIMENTS Introduction

VUs simulate real-world settings. In VUs, users control their avatars to interact with objects, entities, and other avatars. For example, a user can move her avatar into a coffee shop (entity) to buy coffee (object) and socialize with other avatars. VU entities (e.g., coffee shop) are often associated with real-world entities that endeavor to generate real-world revenue. Thus, a VU coffee shop may give away virtual coffee to promote real world coffee products. The coffee shop may also generate real-world revenue by selling virtual or real-world products in the VU.

In VU environments, computers and software facilitate all interactions in the VUs. As a result, VU systems can record comprehensive data about users. The data can indicate how a user's avatar, objects, and entities have interacted with other avatars, objects, entities, and other VU constructs. The data can also track transitions between roles. For example, if an avatar walks from a coffee shop into a school classroom, a VU system can record the avatar's transition from “socializer” to student. If the avatar goes from the classroom to a retail store, the VU system can record the avatar's transition from student to consumer.

Real-world entities can utilize the VU user data in segmentation analyses. Segmentation is the subdivision of a group into discrete sub-groups that share similar characteristics. The entities can use market segmentation (also called customer segmentation) to identify unfulfilled needs in a VU. The entities can use the VU user data to identify under-served segments of VU users and develop uniquely appealing products and services for the under-served segments. This enables cost-effective targeting of VU users with product and service offerings that match their needs. Such precise targeting can obviate needless spending on ineffective mass advertising. Additionally, entities can use segmentation to develop marketing campaigns and pricing strategies to extract maximum value from both high and low profit VU users. The following discussion of FIG. 1 describes how a VU system can record data as a user's avatar changes roles and interacts with VU entities and objects.

FIG. 1 is a block diagram illustrating how a VU can record data as an avatar moves through a virtual universe, according to some embodiments. In FIG. 1, an avatar 102 moves about a virtual universe 100, interacting with entities, objects, and other avatars. The avatar's movements are shown in four stages. During stage one, the avatar 102 is walking in a retail area that includes a coffee shop 106. Thus, the VU system records data indicating that the avatar 102 has assumed a role of “shopper.” During stage two, the avatar 102 enters the coffee shop 106, purchases a cup of coffee 104, and socializes with other avatars 108. In turn, the VU system records data indicating the avatar's dual role of consumer & socializer and data indicating the avatar's interaction with the coffee shop 106 (entity), coffee 104 (object), and avatars 108.

During stage three, the avatar 102 leaves the coffee shop and walks toward a school. Because the avatar 102 is still in the retail area, but not socializing, the VU system records data changing the avatar's role back to shopper. During stage four, the avatar enters the school 109 to attend a lecture. Accordingly, the VU records the avatar's transition from shopper to student and the interactions with the school 109 (entity) and other avatars 110. In addition to the data about roles and interactions, the VU system can also store other data indicating time, place, conditions, etc.

The following sections will describe systems for recording VU user data and methods for performing segmentation analyses using the VU user data.

System Architecture and Operations

FIG. 2 is a block diagram illustrating a virtual universe system, according to some embodiments of the invention. The virtual universe system 200 includes a network 214 connected to virtual universe servers 202, a virtual universe database 204, the personal computer 210, mobile telephone 208, and mobile device 206. Each virtual universe server 202 includes a VU simulation engine 218, VU data collection unit 220, and VU data analysis unit 216. The VU simulation engine 218 can generate content representing virtual universes and facilitate interactions (e.g., interactions between avatars, objects, entities, etc.) in the virtual universes. Also, the VU simulation engine 218 can receive and process user input from the VU clients 212.

The VU data collection unit 220 can collect data about interactions, role changes, conditions, etc. in a VU. The VU data collection unit 220 can collect data using sampling techniques for a population of avatars, selected individual avatars, etc. The VU data collection unit 220 can collect data including content-based data, time-based data, time-based data, and demographic-based data. Examples of these data are given below. The VU data collection unit 220 can store the data in the VU database 204. The VU database 204 can include a relational database or any other suitable database (e.g., flat file database, directory database, etc.) for storing the VU data. The VU data analysis unit 216 can use the VU data to perform market analyses, as further described below.

The personal computer 210, mobile telephone 208, and mobile device 206 each include a VU client 212. The VU client 212 can present VU content and facilitate user interaction with VUs. In some embodiments, the VU clients 212 can exchange data (e.g., user input, content, etc.) with the VU servers 202, render VU graphics, and perform other tasks for facilitating VUs.

Although not shown in FIG. 2, the components of the VU system 200 can include processors and memory. The memory may be system memory (e.g., one or more of cache, SRAM, DRAM, zero capacitor RAM, Twin Transistor RAM, eDRAM, EDO RAM, DDR RAM, EEPROM, NRAM, RRAM, SONOS, PRAM, etc.) or any other suitable machine-readable media. In the VU servers 202, the VU simulation engine 218, VU data collection unit 220, and VU data analysis unit 216 can reside in system memory and direct one or more processors to perform operations described in this document. Similarly, the VU client 212 can reside in memory of any suitable computing device and direct the device's processor to perform operations described in this document.

The VU system's components can also include buses (e.g., PCI, ISA, PCI-Express, HyperTransport®, InfiniBand®, NuBus, etc.), network interfaces (e.g., an ATM interface, an Ethernet interface, a Frame Relay interface, SONET interface, wireless interface, etc.), and storage devices (e.g., optical storage, magnetic storage, etc.).

In alternative implementations, the VU servers' components and VU clients 212 are not executed by a processor, but instead include ASICs and/or other specialized logic for performing the functionality described in this document. Furthermore, some implementations may include other components, such as video cards, audio cards, additional network interfaces, peripheral devices, etc.

Some embodiments of the inventive subject matter may be provided as a computer program product, or software, that may include a machine-readable medium having stored thereon instructions, which may be used to program a computer (or other electronic device(s)) to perform a process. A machine readable medium includes any mechanism for storing or transmitting data in a form (e.g., software, processing application) readable by a machine (e.g., a computer). The machine-readable medium may include, but is not limited to, magnetic storage medium (e.g., floppy diskette), optical storage medium (e.g., CD-ROM); magneto-optical storage medium, read only memory (ROM), random access memory (RAM), erasable programmable memory (e.g., EPROM and EEPROM), flash memory, or other types of medium suitable for storing electronic instructions. In addition, some embodiments may be embodied in an electrical, optical, acoustical or other form of propagated signal (e.g., carrier waves, infrared signals, digital signals, etc.), or wireline, wireless, or other communications medium.

VU Data

The VU data collection unit 220 can collect data including content-based data, time-based data, and demographic based data. Content-based data can include:

VU-defined settings—VU data collection units can collect VU settings including: forced sun setting, link/unlink objects, search places/people, privacy options, etc.

Vendor-defined data—VU data collection units can collect the following information defined by vendor entities: store type, merchandise or service offered, type of personnel (e.g. General Manager, Security Guard, Dancers, Owners, Sales, etc . . . ), type of activities to do (dancing, sitting on the beach), size of business (small, medium, large), merchandise attributes, etc.

User-defined data—VU data collection units can collect the following information defined by vendor entities: outlook, landmarks, gestures, animations user owns, properties user owns, objects user built, user's friends, group affiliations, note cards received/sent, items in user's inventory, clothing/appearance selections, number of times changed in user's outfit, number of times user instant messaged with a certain person/group, places that to which user teleports, etc.

Consumer data—VU data collection units can collect the following information associated with users in their role as consumers: surveys taken, behaviors and shopping habits, places users shop, what users buy, who users shop with, how much users spend, current location, previous locations/entities visited, locations/entities most visited, locations/entities at which most money spent, friends, groups, geography of user, spending habits in last X days, time spent on-line, social connectivity, joining of events, age within the VU, etc.

Time-based data includes data about VU activities and interactions occurring in a given time period. The time-based data can include

VU-level time-based data—VU data collection units can collect the following information including: number of new users who have signed up in a specified time period, number of on-line users in the last hour, dollar value of transactions in the last 24 hours, number of new islands purchased within a given time period, etc.

Vendor-level time-based data—VU data collection units can collect the following information for given time periods: dollar value of sales, number of units sold, number of returns, type of returns, number of inquires, expenses, traffic, VU stock exchange data (if a registered business), etc.

User-level time-based data—VU data collection units can collect the following information for given time periods: number of new items added to “clothing” folder, number of times an object (e.g., party-dress) has been used, frequency of phone calls and to whom, most common locations visited, what activities were performed, etc.

Demographic-based data includes characteristics of avatars for a given geographical location within a single VU or across VUs. Demographic-based data can include:

Within a single VU—VU data collection units can collect the following information indicating the ratio of residential vs. commercial use in mainland locations, average dollar value of real estate per island, dollars spent per day per island, ratio of females to males living on an island, number of customers who visited a shopping area in the mainland headquarters vs. the southeast branch, ratio of new members to existing users, frequency of user login, etc.

Across VUs—VU data collection units can collect the following information indicating the ratio of users from North America, Asia, Europe and the rest of the world in Second Life® vs. Entropia Universe or the Sims On-line™, etc.

VU Data Collection

The above-described VU systems can have nearly omniscient views of their populations, as they can read data from user profiles and inventories, and track behavior and interactions. In some instances, the VU system can collect data passively (i.e., without avatar knowledge) or through opt-in programs. The VU system can passively collect data by recording information arising from the normal course of conducting VUs (e.g., interactions between avatars, objects, entities, etc.). The VU system can also create new means for tracking desired VU data. For example, if not already present, the VU system can integrate logic (e.g., program code) for collecting data beyond what is collected in the normal course of operation. In some instances, the VU system can include configurable data collection logic (e.g., a configurable VU data collection unit).

In some embodiments, the VU system does not collect certain data unless users opt-into data collection programs. The VU system can entice users to opt-into data collection programs by offering rewards, such as coupons, merchandise, VU money, social status, etc.

The follow discussion of FIGS. 3 and 4 describe operations for collecting VU data. In particular, FIG. 3 describes how embodiments of a VU server can facilitate data collection, while FIG. 4 describes how VU clients can participate in data collection.

FIG. 3 is a flow diagram illustrating operations for collecting virtual universe data, according to some embodiments of the invention. The flow 300 will be described with reference to embodiments of the VU system shown in FIG. 2. The flow diagram 300 begins at block 302.

At block 302, a virtual universe server 202 distributes advertisements for a VU market research program. The advertisements can explain the data to be collected and analyses to be performed. The VU server 220 can distribute advertisements in the VU itself (e.g., using the VU simulation engine 218), or it can distribute advertisements via email to VU users (e.g., the VU data collection unit 220 can send email to the VU clients 212), instant messages to VU users, etc. The flow continues at block 304.

At block 304, the VU server 202 receives users' consent to participate in the VU market research program. In some instances, the server's VU simulation engine 218 detects avatars responding to advertisements in the virtual universe. In other instances, the server's VU data collection unit 220 receives messages including users' consent. The flow continues at block 306.

At block 306, the server's VU data collection unit 220 stores indicia identifying the participating users. For example, the VU data collection unit 220 can mark fields in the participating users' records in the VU database 204. The VU data collection unit 220 can also add records associated with the participating users and/or perform other operations to identify users participating in the market research program. The flow continues at block 308.

At block 308, the server's VU simulation engine 218 performs operations for facilitating the participating users' interactions and activities in the VU. That is, the VU simulation engine 218 performs operations enabling the participating users' avatars to move about the VU, interact with entities, objects, and other VU constructs (e.g., see FIG. 1). For simplicity, the flow 300 shows this as a single operation. However, the VU simulation engine 218 may perform numerous operations and exchange volumes of data (e.g., with the VU clients 212) to facilitate activities and interactions of the participating users. The flow continues at block 310.

At block 310, the server's VU data collection unit 220 stores information indicating the participating users' activities and interactions in the VU. In some instances, the VU data collection unit 220 can work in concert with the simulation engine 218. As the simulation engine 218 performs operations for facilitating the VU, the VU data collection unit 220 stores whatever data is needed for the research program. The data can be stored in real-time and can include any of the data discussed above or any other suitable data. Depending on the market research program, the VU server 202 may collect data for a specified period of time, specified number of transactions, under specified conditions, etc. For simplicity, the flow 300 shows this as a single operation. The flow continues at block 312.

At block 312, the server's VU data collection unit 220 distributes rewards to the user to participate in the market research program. The rewards can include coupons, credits/money redeemable in the VU, privileges, status, or any other suitable reward. The VU data collection unit 220 can distribute the rewards via real-world methods (e.g., mail) by updating/adding information to the users' account records 222 in the VU database 204. From block 312, flow ends.

While FIG. 3 describes how VU servers can participate in data collection, the discussion continues a description of how some VU clients can interact with the VU servers to collect data.

FIG. 4 is a flow diagram illustrating additional operations for a collecting virtual universe data, according to some embodiments of the invention. The flow 400 will be described with reference to embodiments of the VU system shown in FIG. 2. The flow begins at block 402.

At block 402, a VU client 212 presents an advertisement for market research program. In some embodiments, the VU client 212 receives the advertisement from a VU server 202. In some cases, the VU client 212 graphically presents the advertisement in a graphical user interface. The advertisement can include a consent form or other means by which a user can sign-up for the market research program. The flow continues at block 404.

At block 404, the VU client 212 receives a user's consent to participate in the market research program and transmits the consent to the VU server 202. The user may consent to the market research program by selecting options in a graphical user interface or through other suitable means. Although not shown in FIG. 4, if the user does not consent to the market research program, the flow would terminate. The flow continues at block 406.

At block 406, the VU client 212 exchanges information about the user's interactions and activities in a virtual universe. As noted above, this can include user input and other information for enabling the user's avatars to move about the VU, interact with entities, objects, and other VU constructs (e.g., see FIG. 1). For simplicity, the flow 400 shows this as a single operation. The flow continues at block 408.

At block 408, the VU client 212 presents an indication of a reward for participating in the market research program. In some instances, the VU client 212 may detect information (e.g., a message from the VU server 202) indicating an award for the user. In turn, the VU client 212 presents the information in a graphical user interface. From block 408, the flow ends.

Although the discussion above describes the flow 300 being performed by a VU server and the flow 400 being performed by a VU client, in some instances, the flows are performed by other system components and alternatives to those shown in FIG. 2.

VU Data Analysis

FIG. 5 is a flow diagram illustrating operations for performing market segmentation analysis using virtual universe data, according to some embodiments of the invention. The flow 500 will be described with reference to embodiments of the VU system shown in FIG. 2. The flow begins at block 502.

At block 502, a VU server's VU data analysis unit 216 determines criteria with which to segment virtual universe data. The VU data analysis unit 216 can segment a population using either a-priori (predetermined clusters) or post-hoc (determined by data analysis) methods. The VU data analysis unit 216 can use any suitable clustering methods to divide users into segments (e.g. non-overlapping, overlapping, fuzzy, hierarchical, divisive, and so forth). The market segmentation criterion may segment a population based on: money spent vs. time spent in a virtual universe, times of day avatars socialize vs. work, demographic data on all avatars that interacted with a certain entity in a given time, etc. (See more examples below.) The VU data analysis unit 216 can allow analysts to select any suitable segmentation criteria. The flow continues at block 504.

At block 504, the VU data analysis unit 216 receives VU data associated with users participating in the market research program. In some embodiments, the VU data analysis unit 216 retrieves the VU data from the VU database 204. Alternatively, the VU data analysis unit 216 can receive, from the VU data collection unit 220, the VU data in real-time (e.g., when the VU data is collected). The flow continues at block 506.

At block 506, the VU data analysis unit 216 performs a market segmentation analysis on the VU data. That is, the VU data analysis unit 216 divides the relevant VU data into segments. For example, the VU data analysis unit 216 may divide all participating users interacting with a particular coffee shop into certain segments based on gender, age, money spent, items ordered, etc. The flow continues at block 508.

At block 508, the VU data analysis unit 216 generates a report indicating results of the market segmentation analysis. In some instances, the report includes a graphical representation of the market segments, such as pie charts, perceptual maps, bar charts, etc. The flow continues at block 510.

At block 510, the VU data analysis unit 216 distributes the report to interested entities. Real-world entities (e.g., retail stores operating in the virtual universe) can use the report to tailor their products, services, advertisements, etc. in the VU and in the real world. For some embodiments in which the VU data analysis unit 216 receives VU data in real-time (see discussion of block 504), the VU data analysis unit 216 can show segmentation of a very recent data samples (e.g., avatars currently in a coffee shop). VU entities can use such real-time analyses to trigger profit making opportunities. For example, when a VU entity detects the presence of a critical number of users of a certain segment (e.g., via a report from the VU data analysis unit 216), the VU entity can offer special products and/or services. From block 510, the flow ends.

Example Segmentations Analyses

Although the VU analysis units can employ any suitable clustering methods, the following operations illustrate one suitable clustering method: 1) Select variables to report on (defined during data collection step above). 2) Select a distance to measure. 3) Select clustering procedure. 4) Determine number of clusters 5) Map conclusions, including graphical representations. 6) Repeat analysis as needed to verify.

Having access to avatars' behavioral patterns and preferences will provide a basis of value-added insight for potential marketers and sellers of all types. Data may be provided and presented for groups (segment of many) or individuals (i.e., as a segment-of-one).

Group Segmentation

The following discussion shows examples of how some VU data analysis units can segment VU data.

FIG. 6 illustrates an example perceptual map of avatar time in VU and money spent. FIG. 6 shows a perceptual map including four segments (A, B, C and D). The data shows VU residents categorized based on the amount of time they spend in a VU and amount of money they spend.

Segment A—This segment does not spend a lot of time in the VU, but does spend a lot of money. This segment may be interested in using the VU to shop for items or conduct brief business transactions, but may not stay to socialize.

Segment B—This segment spends a lot of time in the VU and also spends a lot of money. These are the power users, and therefore they may be first adopters and willing to purchase higher-end VU items.

Segment C—This segment does not spend a lot of time in the VU and does not spend a lot of money. Marketers may choose not to invest in marketing to this segment.

Segment D—This segment spends a lot of time in the VU, but does not spend a lot of money. This segment is dedicated to the use of the VU, but may be price-sensitive. Marketers may look for opportunities to get this group into the habit of purchasing more, perhaps with free offers or discounts.

FIG. 7 illustrates a perceptual map of avatar activities in a VU and time of day. The perceptual map shows four segments (A, B, C and D) categorized based avatar activity type and time of day the activities occur.

Segment A—Avatars in this segment socialize in the morning hours, primarily at coffee shops and cafes. It is a relatively small group.

Segment B—This is the largest segment. This segment includes avatars who spend time in the VU socializing between 6 PM and midnight. Avatars in this group use the VU for after-work activities (casinos, nightclubs, concerts, etcetera) and may be interested in information about new and future hot-spots or shopping options.

Segment C—This segment includes avatars using the VU in the morning hours (before noon) for business activities. This is the second largest group. The avatars may be interested in business news (VU and real-world) and alternative communication options (e.g., telepresence).

Segment D—This is the smallest segment. The avatars in this segment use the VU for work after 12:00 PM.

In another example, a VU data analysis unit can segment data about avatar attendees of a school's business lectures during the last 2 week period. This example shows how the VU system, with its vast data collection capabilities, can accurately track role transitions, such as student to socializer. In particular, in this example, 400 attended six lectures at 7:15PM, 70% of all attendees were male, 50% of all attendees went to a particular following the lecture, 75% of all attendees had personal inventories that included state of the art PDAs, 60% of all attendees own property on Island Y, and 40% of all attendees have registered for additional lecture series. To further illustrate, FIG. 8 is a pie chart showing information about avatar activity. The segmentation data reveals the following: 30% of the avatars are involved in activity at educational locations or activities; 30% of the avatars are in meetings or working; 15% of the avatars are socializing; 15% of the avatars are shopping; and 10% of the avatars are new residents in orientation.

The segmentation data may suggest that marketers and service providers who may benefit from targeting this group includes: Island Y property sellers, Nightclubs in vicinity of the school lecture hall, and cellular & smart-phone vendors. Thus, the VU data analysis unit can distribute this data to marketers and service providers in these categories. In some instances, marketers and service providers can use this data for: 1) identification of best-fit “beachhead” for market entrance (beachhead=starting point to expand into other sub-segments or segments; and 2) validation of target customer segment—conduct surveys of avatars after initial segmentation has been done to gain insight into their compelling reasons to buy; product/service requirements; perceived competitive products etc. The data can then become part of our overall market segmentation database and provide further knowledge on the buying preferences.

Individual Segmentation

In some instances, a VU data analysis unit can perform a segmentation analysis on a single user. The following example shows segmentation of data collected over a two week period for avatar Sasha Moonbeam. In the two week period, Sasha Moonbeam participated in the following activities:

Attended business lectures at HBS 3 times per week.

Went to Public Library on Island X after each lecture, spending a majority of time in Political Science section.

Attended two campaign speeches by the same hopeful '08 presidential candidate (candidate “B”).

Patronizes local Joe's Buzz Coffee Shop every evening at 7 PM.

Personal inventory includes: 10 casual outfits, purchased at exclusive boutiques in Island X, etc.

This data suggests that the following marketers and service providers could benefit from targeting Sasha Moonbeam: would-be campaign fund raisers for candidate “B”, niche boutiques on Island X, political science publications, business schools offering lecture series, coffee shops with local flair and flavor.

General Concepts

While the embodiments are described with reference to various implementations and exploitations, it will be understood that these embodiments are illustrative and that the scope of the inventive subject matter is not limited to them. In general, techniques for analyzing data in a VU, as described in this document, may be implemented with facilities consistent with any hardware system or hardware systems. Many variations, modifications, additions, and improvements are possible. In some instances, structures and functionality presented as separate components in the example configurations may be implemented with combined structures or components. Similarly, structures and functionality presented as a single component may be implemented as separate components. These and other variations, modifications, additions, and improvements may fall within the scope of the inventive subject matter. This description includes exemplary systems, methods, techniques, instruction sequences and computer program products that embody techniques of the present inventive subject matter. However, it is understood that the described embodiments may be practiced without these specific details. In some instances, for clarity, this description omits certain well-known instructions, protocols, structures, and techniques. 

1. A computer system for market segmentation analysis, the computer system comprising one or more computer-readable tangible storage devices, one or more processors, one or more computer readable memories, and program instructions stored on at least one of the one or more computer-readable tangible storage devices for execution by at least one of the one or more processors via at least one of the one or more computer-readable memories, the program instructions comprising: program instructions to collect virtual universe data about avatars, entities, and objects in a virtual universe; program instructions to perform a market segmentation analysis on the virtual universe data, the market segmentation analysis comprising a first segmentation across multiple segments of the avatars that is based on an amount of time and an amount of money spent in the virtual universe, the market segmentation analysis further comprising a second segmentation across multiple segments of the avatars that is based on whether activity of the avatars includes social activity and business activity in the virtual universe relative to a time of day; program instructions to receive, from users, consent allowing collection of the virtual universe data; and program instructions to present a reward to the users for giving the consent.
 2. The computer system of claim 1, wherein the virtual universe data includes one or more of virtual universe defined data, vendor-defined data, user-defined data, consumer data, virtual universe time based data, and vendor-level time-based data.
 3. The computer system of claim 1, wherein the reward represents a value in the virtual universe.
 4. The computer system of claim 1, further comprising: program instructions, stored on at least one of the one or more computer-readable tangible storage devices for execution by at least one of the one or more processors via at least one of the one or more computer-readable memories, to facilitate interactions between the avatars, entities, and objects; wherein the interactions include purchasing goods in the virtual universe, socializing in the virtual universe, working in the virtual universe, and attending educational events in the virtual universe.
 5. A computer program product for market segmentation analysis, the computer program product comprising one or more computer-readable tangible storage devices and program instructions stored on at least one of the one or more computer-readable tangible storage devices, the program instructions comprising: program instructions to collect virtual universe data about avatars, entities, and objects in a virtual universe; program instructions to perform a market segmentation analysis on the virtual universe data, the market segmentation analysis comprising a first segmentation across multiple segments of the avatars that is based on an amount of time and an amount of money spent in the virtual universe, the market segmentation analysis further comprising a second segmentation across multiple segments of the avatars that is based on whether activity of the avatars includes social activity and business activity in the virtual universe relative to a time of day; program instructions to receive, from users, consent allowing collection of the virtual universe data; and program instructions to present a reward to the users for giving the consent.
 6. The computer program product of claim 5, wherein the virtual universe data includes one or more of virtual universe defined data, vendor-defined data, user-defined data, consumer data, virtual universe time based data, and vendor-level time-based data.
 7. The computer program product of claim 5, wherein the reward represents a value in the virtual universe.
 8. The computer program product of claim 5, further comprising: program instructions, stored on at least one of the one or more computer-readable tangible storage devices, to facilitate interactions between the avatars, entities, and objects; wherein the interactions include purchasing goods in the virtual universe, socializing in the virtual universe, working in the virtual universe, and attending educational events in the virtual universe.
 9. The computer program product of claim 5, further comprising program instructions, stored on at least one of the one or more computer-readable tangible storage devices, comprising: program instructions to continuously collect portions of the virtual universe data in real-time; and program instructions to enable one or more of the entities to use the market segmentation analysis to offer special products, in response to collected portions the virtual universe data.
 10. The computer program product of claim 5, further comprising program instructions, stored on at least one of the one or more computer-readable tangible storage devices, to market to the avatars based on the collected virtual universe data.
 11. The computer program product of claim 5, wherein the virtual universe data indicates roles of the avatars, and wherein the computer system further comprises program instructions, stored on at least one of the one or more computer-readable tangible storage devices, comprising: program instructions to assign a first role to at least one of the avatars based on a first group of a number of groups; and program instructions to assign a second role to at least one of the avatars based on a second group of the number of groups.
 12. The computer program product of claim 11, further comprising program instructions, stored on at least one of the one or more computer-readable tangible storage devices, to market to the avatars based on which group of the number of groups that the avatars are within.
 13. A method for market segmentation analysis, the method comprising the steps of: collecting virtual universe data about avatars, entities, and objects in a virtual universe; performing a market segmentation analysis on the virtual universe data, the market segmentation analysis comprising a first segmentation across multiple segments of the avatars that is based on an amount of time and an amount of money spent in the virtual universe, the market segmentation analysis further comprising a second segmentation across multiple segments of the avatars that is based on whether activity of the avatars includes social activity and business activity in the virtual universe relative to a time of day; receiving, from users, consent allowing collection of the virtual universe data; and presenting a reward to the users for giving the consent.
 14. The method of claim 13, wherein the virtual universe data includes one or more of virtual universe defined data, vendor-defined data, user-defined data, consumer data, virtual universe time based data, and vendor-level time-based data.
 15. The method of claim 13, wherein the reward represents a value in the virtual universe.
 16. The method of claim 13, further comprising the step of: facilitating interactions between the avatars, entities, and objects; wherein the interactions include purchasing goods in the virtual universe, socializing in the virtual universe, working in the virtual universe, and attending educational events in the virtual universe.
 17. The method of claim 13, further comprising the steps of: continuously collecting portions of the virtual universe data in real-time; and enabling one or more of the entities to use the market segmentation analysis to offer special products, in response to collected portions the virtual universe data.
 18. The method of claim 13, further comprising the step of marketing to the avatars based on the collected virtual universe data.
 19. The method of claim 13, wherein the virtual universe data indicates roles of the avatars, and wherein the method further comprises the steps of: assigning a first role to at least one of the avatars based on a first group of a number of groups; and assigning a second role to at least one of the avatars based on a second group of the number of groups.
 20. The method of claim 19, further comprising the step of marketing to the avatars based on which group of the number of groups that the avatars are within. 